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- Shader "Mirza Beig/Particles/Intersection Highlight/Additive" {
- Properties {
- _TintColor ("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5)
- _highlightColour ("Highlight Colour", Color) = (1.0, 1.0, 1.0, 1.0)
-
- _MainTex ("Particle Texture", 2D) = "white" {}
- _InvFade ("Soft Particles Factor", Range(0.01, 32.0)) = 32.0
-
- _highlightEdgeThreshold ("Highlight Edge Threshold", Range(0.0, 32.0)) = 1.0
- _highlightColourStrength ("Highlight Colour Strength", Range(0.0, 32.0)) = 1.0
- }
- Category {
- Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
- Blend SrcAlpha One
- AlphaTest Greater .01
- ColorMask RGB
- Cull Off Lighting Off ZWrite Off
-
- SubShader {
- Pass {
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma multi_compile_particles
- #pragma multi_compile_fog
- #include "UnityCG.cginc"
- sampler2D _MainTex;
- fixed4 _TintColor;
-
- struct appdata_t {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
- struct v2f {
- float4 vertex : SV_POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- UNITY_FOG_COORDS(1)
-
- float4 uv_depth : TEXCOORD2;
- };
-
- float4 _MainTex_ST;
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = UnityObjectToClipPos(v.vertex);
-
- o.uv_depth = ComputeScreenPos(o.vertex);
- COMPUTE_EYEDEPTH(o.uv_depth.z);
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- UNITY_TRANSFER_FOG(o, o.vertex);
- return o;
- }
- sampler2D_float _CameraDepthTexture;
- float _InvFade;
-
- uniform float4 _highlightColour;
- uniform float _highlightColourStrength;
- uniform float _highlightEdgeThreshold;
-
- fixed4 frag (v2f i) : SV_Target
- {
- // Get texture colour.
- float4 texColour = tex2D(_MainTex, i.texcoord);
- // Tint.
- fixed4 colour = _TintColor * texColour;
- //
- _highlightColour *= texColour;
-
- // Scene depth.
-
- //float sceneZ = LinearEyeDepth(tex2Dproj(_CameraDepthTexture, UNITY_PROJ_COORD(i.uv_depth)).r);
- float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.uv_depth)));
-
- // Distance to the camera.
- float partZ = i.uv_depth.z;
-
- // Depth and this object's values close together = intersection.
- float dist01 = (abs(sceneZ - partZ)) / _highlightEdgeThreshold;
-
- // Attenuate highlight based on difference.
-
- if (dist01 <= 1.0f)
- {
- colour = lerp(_highlightColour * _highlightColourStrength, colour, dist01);
- }
-
- #ifdef SOFTPARTICLES_ON
- // Soft particles (soft factor).
- // "Comparing depth values of the particle with depth values of world geometry (in view space)." - Special Effects with Depth (Siggraph, 2011).
-
- // float softFactor = saturate((depthEye - zEye) * fade)
-
- // Inverse fade: 0.0f = off.
- float fade = saturate(_InvFade * (sceneZ - partZ));
- colour.a *= fade;
- #endif
- // Input colour.
- colour *= i.color * 2.0f;
- // Fog towards black (additive black = nothing).
- UNITY_APPLY_FOG_COLOR(i.fogCoord, colour, fixed4(0.0f, 0.0f, 0.0f, 0.0f));
-
- return colour;
- }
- ENDCG
- }
- }
- }
- }
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